You are a figure in the shadows, an expert in stealth and delicate tasks. Locks, traps, and scouting are your trade; you are the eyes and ears of the adventuring party, the one who handles the perils of the dungeon itself. In many ways, you are a scholar of the world; in the course of your profession you pick up knowledge about languages and even magic. True, in combat you are not the equal of armored Fighters or Clerics, but they rely on your knowledge and specialized skills to get them safely into and out of the dangerous places where treasure is to be found. You are the guide; the scout; and when necessary, the deadly blade that strikes from the shadows without warning. In your profession, it takes great skill to survive – the life expectancy of most Thieves is very short. However, if you rise to high level, your reputation in the hidden community of tomb robbers and alley skulkers will attract followers to your side, often enough allies to place you in power as a guildmaster of Thieves. A high-level Thief is a deadly opponent, for such an individual has learned subtlety and survival in the game’s most difficult profession.

Prime Attribute: Dexterity 13+ (the character gains a +5% experience bonus if their Prime Attribute is 13 or higher.)
Hit Dice: 1d4/level (a Thief gains just 1 hp/level after 10th.)
Armor/Shield Permitted: Thieves may only wear leather armor. They do not use shields.
Weapons Permitted: Thieves may use any weapons, but magical weapons are limited to daggers and swords.
Race: Any race may become a Thief.

Table: Thief Advancement
Level Experience Points Required for Level Hit Dice (d4) Saving Throw
1 0 1 15
2 1,250 2 14
3 2,500 3 13
4 5,000 4 12
5 10,000 5 11
6 20,000 6 10
7 40,000 7 9
8 60,000 8 8
9 90,000 9 7
10 120,000 10 6
11 240,000 10+1 hp 5
12+ +130,000 +1 hp/level Remains at 5

Requirements and Limitations

Must be Neutral or Chaotic

All Thieves must be either Neutral or Chaotic in alignment.

Class Abilities

Backstab

When attacking with surprise, from behind, the Thief gains +4 to hit and inflicts double damage.

At levels 5-8, damage is tripled, and above level 8 such an attack inflicts quadruple (x4) damage.

Saving Throw Bonuses

Thieves gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical devices.

Read Normal Languages

Thieves of 3rd level and above can figure out the gist of most written languages, and have an 80% chance to comprehend treasure maps or written documents. This does not mean they can automatically decipher codes or solve riddles, although it would allow them to understand what a riddle says, for example.

Read Magical Writings

At 9th level, a Thief has gained enough knowledge to decipher magical writings (although not the “divine” writings of Clerics), but their understanding is not perfect when the magic is complicated (that is, for spells higher than sixth level). Thieves can cast Magic-User spells from scrolls, but for the high level spells they have a 10% chance to get a dangerously unpredictable result, usually the reverse of the intended effect.

Thieving Skills

Thieves possess a wide range of special skills which make them very useful in dungeons and other areas. Some races are better at some skills. See Table: Non-Human Thief Bonuses for details.

Table: Thief Skills
Level Climb Walls Delicate Tasks Hear Sounds (d6) Hide in Shadows Move Silently Open Locks
1 85% 15% 3 in 6 10% 20% 10%
2 86% 20% 3 in 6 15% 25% 15%
3 87% 25% 4 in 6 20% 30% 20%
4 88% 30% 4 in 6 25% 35% 25%
5 89% 35% 4 in 6 30% 40% 30%
6 90% 40% 4 in 6 35% 45% 35%
7 91% 45% 5 in 6 40% 50% 40%
8 92% 50% 5 in 6 55% 60% 55%
9 93% 60% 5 in 6 65% 70% 65%
10 94% 70% 5 in 6 75% 80% 75%
11 95% 80% 6 in 6 85% 90% 85%
12 96% 90% 6 in 6 95% 100% 95%
13 97% 100% 6 in 6 100% 100% 100%
14 98% 100% 6 in 6 100% 100% 100%
15 99% 100% 6 in 6 100% 100% 100%
16+ Remains at 99% Remains at 100% Remains at 6 in 6 Remains at 100% Remains at 100% Remains at 100%
  1. Climbing Walls or Cliffs The percentage chance is what the thief needs to climb a wall that others cannot climb. If the wall is more difficult than normal (very slippery, for example), the referee may lower a thief’s chances of success. In general, if a normal person has a chance to climb a wall, a thief can most likely do it automatically.
  2. Delicate Tasks This percentage chance is used for disabling small mechanical traps like poisoned needles, and is also used for picking pockets. The skill is also used to detect whether a mechanism, keyhole, or other small location contains a trap that can be removed.
  3. Hearing Sounds A thief can hear well when concentrating; this mainly includes listening at doors.
  4. Hiding in Shadows Thieves can make themselves very hard to see when lurking in the shadows. Anyone can hide, of course, but thieves are virtually invisible and can move around while hiding.
  5. Moving Silently Thieves can move quietly, without being heard.
  6. Opening Locks Thieves can pick locks; some locks might be unusually difficult, in which case the Referee might reduce the percentage chance as appropriate.
Table: Non-Human Thief Bonuses
Race Delicate Tasks Hide in Shadows Move Silently Open Locks
Dwarf +10% +5% +5% +5%
Elf - +15% +10% -
Halfling +5% +10% +10% +10%
Establish Guild

At 9th level, a Thief is well enough known to assemble a small guild of Thieves if the character chooses, attracting a shadowy band of sneaks, thugs, and other unsavory characters into his (or her) service.